29661 cards found
Akoum Refuge

Akoum Refuge

Land
Akoum Refuge enters the battlefield tapped.
When Akoum Refuge enters the battlefield, you gain 1 life.
{T}: Add {B} or {R}.
Akoum Teeth
Akoum Warrior

Akoum Teeth

Land
Akoum Teeth enters the battlefield tapped.
{T}: Add {R}.
"Rock. Lava. Gravity. They're not cruel, but they're not forgiving either."
—Tyrux, expedition warrior
Card has other part: Akoum Warrior
  • Zendikar Rising
Akroan Horse

Akroan Horse {4}

Artifact Creature - Horse
Defender
When Akroan Horse enters the battlefield, an opponent gains control of it.
At the beginning of your upkeep, each opponent creates a 1/1 white Soldier creature token.
0/4
Akroma's Memorial

Akroma's Memorial {7}

Legendary Artifact
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
"No rest. No mercy. No matter what."
—Memorial inscription
Akroma, Angel of Wrath Avatar

Akroma, Angel of Wrath Avatar

Vanguard
Whenever a creature enters the battlefield under your control, it gains two abilities chosen at random from flying, first strike, trample, haste, protection from black, protection from red, and vigilance.
Hand size bonus: +1
Life bonus: +7
  • Magic Online Avatars
Al-abara's Carpet

Al-abara's Carpet {5}

Artifact
{5}, {T}: Prevent all damage that would be dealt to you this turn by attacking creatures without flying.
Al-abara simply laughed and lifted one finger, and the carpet carried her high out of our reach.
Aladdin's Lamp

Aladdin's Lamp {10}

Artifact
{X}, {T}: The next time you would draw a card this turn, instead look at the top X cards of your library, put all but one of them on the bottom of your library in a random order, then draw a card. X can't be 0.
Related card: City in a Bottle
Aladdin's Ring

Aladdin's Ring {8}

Artifact
{8}, {T}: Aladdin's Ring deals 4 damage to any target.
"A good lamp will light your way. A good ring will clear it."
—Nervan, royal jeweler
Related card: City in a Bottle
Alchemist's Refuge

Alchemist's Refuge

Land
{T}: Add {C}.
{G}{U}, {T}: You may cast spells this turn as though they had flash.
Persecuted alchemists fled deep into Kessig's wilds, seeking solitude to continue their ghoulish craft.
Alchemist's Vial

Alchemist's Vial {2}

Artifact
When Alchemist's Vial enters the battlefield, draw a card.
{1}, {T}, Sacrifice Alchemist's Vial: Target creature can't attack or block this turn.
A weapon best suited for those with good aim and steady hands.
Alchor's Tomb

Alchor's Tomb {4}

Artifact
{2}, {T}: Target permanent you control becomes the color of your choice.
Alhammarret's Archive

Alhammarret's Archive {5}

Legendary Artifact
If you would gain life, you gain twice that much life instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
It contains the totality of Alhammarret's notes, theories, and ponderings.
Aligned Hedron Network

Aligned Hedron Network {4}

Artifact
When Aligned Hedron Network enters the battlefield, exile all creatures with power 5 or greater until Aligned Hedron Network leaves the battlefield.
The last hedron slotted into place, locking Ulamog in an infinite loop of binding energy.
All Is Dust

All Is Dust {7}

Tribal Sorcery - Eldrazi
Each player sacrifices all permanents they control that are one or more colors.
"The emergence of the Eldrazi isn't necessarily a bad thing, as long as you've already lived a fulfilling and complete life without regrets."
—Javad Nasrin, Ondu relic hunter
All Shall Smolder in My Wake

All Shall Smolder in My Wake

Scheme
When you set this scheme in motion, destroy up to one target artifact, up to one target enchantment, and up to one target nonbasic land.
"It's my goal to find the melting point of every substance."
  • Archenemy Schemes
All in Good Time

All in Good Time

Scheme
When you set this scheme in motion, take an extra turn after this one. Schemes can't be set in motion that turn.
"Take a moment. Ponder the depths of your insignificance."
  • Archenemy Schemes
Alloy Golem

Alloy Golem {6}

Artifact Creature - Golem
As Alloy Golem enters the battlefield, choose a color.
Alloy Golem is the chosen color.
"We turned old weapons into new warriors."
—Jhoira, master artificer
4/4
  • Invasion
Alloy Myr

Alloy Myr {3}

Artifact Creature - Myr
{T}: Add one mana of any color.
With or without witnesses, the suns continued their prismatic dance.
2/2
Ally Encampment

Ally Encampment

Land
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast an Ally spell.
{1}, {T}, Sacrifice Ally Encampment: Return target Ally you control to its owner's hand.
Alpha Myr

Alpha Myr {2}

Artifact Creature - Myr
First to charge, first to fight.
2/1
  • Mirrodin
Alpine Meadow

Alpine Meadow

Snow Land - Mountain Plains
({T}: Add {R} or {W}.)
Alpine Meadow enters the battlefield tapped.
"Here perished Rognar the Reckless after his hundred-day battle with the Ironmaw Dragon. We raised these stones to mark his resting place."
—Iskene, Kannah storyteller
  • Kaldheim
Altar Golem

Altar Golem {7}

Artifact Creature - Golem
Trample
Altar Golem's power and toughness are each equal to the number of creatures on the battlefield.
Altar Golem doesn't untap during your untap step.
Tap five untapped creatures you control: Untap Altar Golem.
*/*
  • Eventide
Altar of Dementia

Altar of Dementia {2}

Artifact
Sacrifice a creature: Target player mills cards equal to the sacrificed creature's power.
"It is not that you will go mad. It is that you will beg for madness."
—Volrath
Altar of Mogis

Altar of Mogis

Artifact
At the beginning of the Horde's precombat main phase, reveal an additional card from the top of the Horde's library. The Horde casts that card.
Hero's Reward — When Altar of Mogis is put into a graveyard from anywhere, the Horde sacrifices two Minotaurs.
  • Battle the Horde
Altar of Shadows

Altar of Shadows {7}

Artifact
At the beginning of your precombat main phase, add {B} for each charge counter on Altar of Shadows.
{7}, {T}: Destroy target creature. Then put a charge counter on Altar of Shadows.
  • Mirrodin